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GM Henry Fortuna's page

1,239 posts. Alias of Signore di Fortuna.

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Grand Lodge

GM Notes:
C1 hp: 8

The group takes the battle to the cultists, quickly dispatching one. The remaining cultist raises his sword against Aurelea.

Attack: 1d20 + 3 ⇒ (17) + 3 = 20; Damage: 1d8 + 1 ⇒ (4) + 1 = 5

Round 2: Everyone, Cultist

Grand Lodge

Garen's Acrobatics: 1d20 - 1 ⇒ (3) - 1 = 2

Garen gets to his feet and falls back down, slipping on the grease. The bartender pulls out a wand and fires at Kargen.

Magic Missile: 1d4 + 1 ⇒ (3) + 1 = 4

Round 2: Ulionestia, Kargen, Kurth, Gillmen, Griffo, Garen

Grand Lodge

Tresmeer:
You recall that liches are foul spellcasters who have sacrificed their mortality to become undead abominations. As for the monsters, you've heard of the goblin bands that plague the area. They tend to be the common problem in the area. Usually they are hardly a problem for the town watch. There are occasional ogre sightings, but those are thankfully rare.

Grand Lodge

Rowlan stands, clears his throat and makes a small bow. He makes an effort to walk to the door and holds it open for you. "Hopefully, things are better than we assume."

Grand Lodge

Map has been updated.

Grand Lodge

GM Rolls:
1d20 ⇒ 20

As the group steps off the staircase, two cultists standing in front of what appear to be cells turn to look at the ragtag group. "आउटसाइडर्स!"

Initiative:
Harakhty: 1d20 + 3 ⇒ (17) + 3 = 20
Aurelea: 1d20 + 2 ⇒ (3) + 2 = 5
Drago: 1d20 + 2 ⇒ (10) + 2 = 12
Cyna: 1d20 + 2 ⇒ (17) + 2 = 19
Cultists: 1d20 + 1 ⇒ (2) + 1 = 3

Round 1: Everyone, Cultists

Grand Lodge

Harakhty:
You hear the faint sound of chains jangling as well as a couple of hushed voices.

Grand Lodge

Harakhty opens the door and a musty smell overtakes the group. Beyond the threshold, the walls of this room are roughly carved from granite. Torches are spaced twenty feet apart down the passage which continues for about eighty feet before coming to a steep stairway leading downward.

Grand Lodge

Marcel manages to secure the rope to the terrace and climbs up. Skaar ascends behind him and sees two more glass doors leading inside. Beyond that, there are two ornate gold doors.

"Kabir is probably beyond those," Marcel notes.

Grand Lodge

The group parts with Skaar, Stephen and Marcel departing through the glass door to the terrace. After rounding the corner, they see another shorter terrace about 20 feet above their heads.

"That's the only way up since that crétin, Fargus, decided to put a cannonball through the stairs," Marcel says, pointing up at the gilded ledge. "I hope you have some rope."

***

Harakhty, Cyna, Aurelea and Drago head back down the way they came, descending once more from the first level. Before them stands a reinforced iron door. Strange symbols are inscribed upon it, reading: शाही मकबरों.

Grand Lodge

Kargen's spear nearly takes Ahrmisa off her feet, but he can see she is bleeding profusely and on the verge of death.

GM Notes:
A hp: 1

Kurth breaks the binding web and makes his way to the bar. Meanwhile, the gillmen continue to stab at the blinded Rees.

Attack 1: 1d20 + 2 ⇒ (19) + 2 = 21; Damage: 1d8 + 1 ⇒ (2) + 1 = 3
Attack 2: 1d20 + 2 ⇒ (20) + 2 = 22; Confirmation: 1d20 + 2 ⇒ (8) + 2 = 10; Critical Damage: 3d8 + 3 ⇒ (4, 1, 8) + 3 = 16

Rees groans as he is slain by the gillmen and Shoalo grabs the artifact, turning towards the door. Griffo struggles in the web but cannot free himself.

Round 1: Ulionestia, Kargen, Kurth, Gillmen, Griffo, Garen

Grand Lodge

Finally got gameplay going. Again I apologize for the delay. And welcome to you all.

Grand Lodge

The seer's house where you have all gathered smells strongly of incense and herbs. Rowlan, the venerable seer of Ardfell, rests his gnarled, leathery hands on his staff and looks over you. His expression is a puzzling mix of sadness and hope as he seats himself in a highback chair. He opens a massive tome that rests in front of him. Settling on a page somewhere toward the back, Rowlan clicks his tongue and addresses you.

"I am glad that you four have the courage to help Ardfell in its time of need," Rowlan says, his voice strong. "We were fools to trust outsiders for our safety. We have survived in this village for almost 300 years without outside help. Ah, modern times...Anyhow, we should get down to the problem at hand.
You may remember the tales, Honorable Torwalker, about the necromancer's castle to the north of the village. Lord Greywind Thervin plagued this area for many years until he was slain nearly 200 years ago. His reign when he was alive was no better than when he became a lich. We were aware that there was den of evil close to us, but the evidence didn't surface until a few months ago.
You recall those last few storms and the terrifying winds. According to my charts, they weren't supposed happen. Then the unexplained deaths in the fields alerted me to the presence of a living artifact in Greywind's castle. Since none of us are capable of dealing with such a thing, we sent out a call for some heroes. They came...with their shining armor and magical weapons."

Rowlan pauses for a moment to spit on the ground at their mention. "They all ventured to the keep and all but two returned with the artifact. It looked like a horn of ivory with wicked things carved upon it. They took it and our money when they left Ardfell. Since that day, we have had nothing but dark clouds, dead crops and sightings of monsters just outside our gates.
I don't know what to do, but we must do something. There are a couple of thorps near here: Nidas and Kolli. We usually see some of their folk here once a month for trading. It's been a month and a half since we last saw them. Perhaps you can start by checking in on them. If they are in danger, send them here. We are a bit more secure than they are. Nidas is but a three hour trek to the west. Kolli just another hour beyond that. When you have checked on them, return to me and let me know what you have found."

Grand Lodge

I've decided to go with the party of Tresmeer, Pethorn, Kalin and Henry. Thanks everyone for applying. For those that I've chosen, go ahead and post in discussion until I can get something up in the gameplay thread. Make sure your characters are finalized.

Grand Lodge

So, Harakhty is going downstairs? Is anyone going with him?

Grand Lodge

Merely a placeholder.

Grand Lodge

Opened.

Grand Lodge

My apologies. I've been sick for over a week and the medication I got from the doctor doesn't seem to be helping me much. So recruitment is closed and the final applicants are:

Tresmeer (Expert)
Xaivan (Expert)
Scorpius (Warrior)
Noya (Aristocrat)
Bonk (Warrior)
Pethorn (Commoner)
Henry (Warrior)
Kalin (Adept)

Give me a few minutes and I'll post my decision.

Grand Lodge

So how is the group proceeding? Splitting the party? *wink wink*

Grand Lodge

I want to try and make the transition as organic as possible, so you'll probably get to level 3 before you arrive in a town that can provide training if you go into a class that conceptually requires training (cleric, fighter, wizard, paladin, etc.). 'Natural' classes like oracle, witch, barbarian and such I'll let you take when you hit level 3. I actually had to go on Google and look up Treasure Hunt and Under Illefarn, so I think I can safely say I have my own ideas. But I do like Treasure Hunt's premise that your class is dictated by how you deal with encounters.

For languages, I suggest halfling, dwarf and possibly elven. They're the most common inhabitants of this area. Here's a map of the continent you will be on. The village of Ardfell is in the country of West Alarion.

Grand Lodge

After a few moments, the gillman party arrives. Smaller and more low-key than your group, the gillman contingent consists of only two Low Azlanti, a man and a woman. The male bears a delicately wrapped bundle of cloth, apparently around the Azlanti relic, while the woman acts as bodyguard.

"Greetings, Pathfinders," the male says after taking a seat. "I am Shoalo and my companion is Ahrmisa."

Shoalo sits at the table and places his package before you. Ahrmisa stands behind him, silently eyeing you suspiciously. "Shall we?"

Shoalo asks Rees to place yourr item on the table for inspection and offers his as well. He takes only a cursory glance after Rees unwraps the artifact. With a quiet 'harumph', Rees takes a look at the artifact the Low Azlanti produced.

Appraise: 1d20 + 11 ⇒ (15) + 11 = 26

"This is obviously fake! What are you trying to take us for?!" Rees declares loudly.

As Shoalo reaches for the real artifact, Rees takes his cane and knocks the gillman back. He quickly bundles the artifact and retreats. From the bar, a glass shatters, the gillmen close their eyes and a blinding light overtakes the tavern as the torches appear to spew forth fireworks.

Will Saves:

Rees: 1d20 + 3 ⇒ (1) + 3 = 4
Griffo: 1d20 + 2 ⇒ (15) + 2 = 17
Kargen: 1d20 + 4 ⇒ (15) + 4 = 19
Garen: 1d20 + 1 ⇒ (10) + 1 = 11
Kurth: 1d20 ⇒ 19

Rees and Garen are blinded for 1d4 + 1 ⇒ (2) + 1 = 3 rounds.

Initiative:

Ulionestia: 1d20 + 6 ⇒ (19) + 6 = 25
Shoalo and Ahrmisa: 1d20 + 1 ⇒ (13) + 1 = 14
Kurth: 1d20 + 1 ⇒ (15) + 1 = 16
Garen: 1d20 + 3 ⇒ (3) + 3 = 6
Kargen: 1d20 + 3 ⇒ (20) + 3 = 23
Griffo: 1d20 + 5 ⇒ (7) + 5 = 12

The female behind the bar casts another spell, but only Garen avoids being tangled by the webs.

Reflex Saves:

Kurth: 1d20 + 2 ⇒ (8) + 2 = 10
Garen: 1d20 + 3 ⇒ (19) + 3 = 22
Griffo: 1d20 + 4 ⇒ (2) + 4 = 6
Kargen: 1d20 + 3 ⇒ (8) + 3 = 11

The other two gillmen approach Rees with their spears and attack him.

Attack 1: 1d20 + 2 ⇒ (5) + 2 = 7
Attack 2: 1d20 + 2 ⇒ (15) + 2 = 17; Damage: 1d8 + 1 ⇒ (3) + 1 = 4

Ahrmisa pierces Rees side as he blindly clutches the artifact.

GM notes:
Rees hp: 17

The bartender casts yet another spell, coating the table you are at in grease.

More Reflex Saves...

Kurth: 1d20 + 2 ⇒ (7) + 2 = 9
Garen: 1d20 + 3 ⇒ (6) + 3 = 9
Griffo: 1d20 + 4 ⇒ (2) + 4 = 6
Kargen: 1d20 + 3 ⇒ (1) + 3 = 4

You all fall to the ground after slipping on the bartender's latest spell.

Round 1: Ulionestia, Kargen, Kurth, Gillmen, Griffo, Garen

MAP

Side Note: I hate cheesy tactic encounters.

Grand Lodge

Loot:
2 masterwork handaxes, blood-stained masterwork studded leather, masterwork heavy crossbow with 19 bolts, 63 gp, potion of hide from animals

Grand Lodge

Let's see, I have:

Tresmeer Torwalker (Expert)
Kalin (Adept)
Bonk (Warrior)
Noya (Aristocrat)
Henry (Warrior)

I'll check in later and see who all applied.

Grand Lodge

None of them are really a ranger class, they are fairly general. Hero Lab does support making a character with an NPC class so you can fiddle around and find something you like.

I'll be heading to work in a few minutes. I'll handle any more questions tomorrow before I close recruitment.

Grand Lodge

Please read the first post, Akshay. I'm sticking to the five NPC classes to start off with.

Grand Lodge

@Akshay: Sorry, not taking paladins.

@Azure_Zero: Yes, you can choose two traits. Just make sure they are from different categories.

Grand Lodge

No, you just start off in an NPC class. From second or third level, you can go into a PC class. I haven't set that in stone yet, but I fully intend to make a NPC to PC transition.

Grand Lodge

"Vous êtes un guerrier tenace, Skaar," Marcel says, looking at Skaar's handiwork. "If you are so insistent upon coming with me, then we'd best hurry."

Marcel heaves a sigh and makes his way down the right corridor. The hallway snakes around and comes to a glass door leading to a terrace outside.

Grand Lodge

Probably AP length.

Grand Lodge

"Two men, yes. Not a captain and a group of half-dead adventurers," Marcel says adamantly.

Grand Lodge

Marcel sets his steely gaze on Skaar. "What you came for were those priests. Je ne vais pas les sauver pour vous. Have I given you a reason to mistrust me? You don't have much time before the other two captains arrive pour s'assurer qu'il a été traitée. You need to get those clerics out here now."

Grand Lodge

I'm not looking for a whole lot of backstory since the characters are just NPC classes. They really shouldn't have any motivation to be heroes unless something forces them to be (like what's going on in the village). So, just a little something to let me know what makes the character tick.

Grand Lodge

Drago's bolt finds its target, which softens the ranger up for the final blow from Skaar. The corpse falls to its knees, a quickly-forming pool of blood surrounding the man's body. Marcel looks to the orc.

"Perhaps you did not need my help after all," he says after a moment. "But I can still be of assistance, I suppose."

He walks over to Aurelea and pours a vial of fluid down her throat.

Potion of Cure Light Wounds: 1d8 + 1 ⇒ (4) + 1 = 5

He then walks over to Cyna and does the same.

Potion of Cure Light Wounds: 1d8 + 1 ⇒ (5) + 1 = 6

Though Aurelea eventually stirs from unconsciousness, Cyna remains out. Marcel fishes in a pocket and produces a key. He hands it to Harakhty.

"This should open the dungeons below. I found it on a cultist. Go and free the priests. I shall handle Kabir myself. Despite your performance, I don't think you have much fight left in you," Marcel says in assessment. "Unless you can revive the tiefling here, I'll have my men take her to my boat. She'll be safe there if you cannot help her."

Grand Lodge

I'll select from whomever applies tomorrow.

Grand Lodge

I'll be keeping recruitment open until tomorrow evening so anyone else who's interested can submit a character.

Grand Lodge

Should I dignify that with a snarky answer or just say 'no'? ;)

Grand Lodge

@Kor: I'm using my usual homebrew world of Vesaria. I'll be using the Pathfinder Pantheon, minor gods from Gods and Magic included. The only notable differences (at this time) is that Urgathoa's following is more of a cult with spreading undeath being their primary concern, Aroden's impact was much less than in Golarion (he's more akin to St. Cuthbert from 3.5), Arazni was just a mortal and remained that way, and there is no Razmir. And Nethys dwells in the world somewhere.

@kolpo: It's usually prefer that you put your character in your profile, so I can easily look up something if I need to. But, if you have a way of getting it to me that's easier for you, I won't have a problem with that.

I should probably mention that I'd like to keep a fairly quick pace. My other homebrew PbP suffers from moments of non-posting.

Grand Lodge

If you want to play an elderly character, I'm open to it. It's a nice change from young'uns who've just "come of age".

Grand Lodge

The dark clouds hung over the village of Ardfell like they did since the adventurers came. There was never any rain, only a sense of fear. The fields were fallow and the mines infested with giant spiders and worse. The sounds from beyond the walls were unnatural and nowadays people hid once the faint rays of sun set. The shadows were long in the village square as all the townspeople looked to the seer.

"Much like a pebble disturbs a still pond, so too have these adventurers disturbed our lives. These self-proclaimed 'saviors' have thrust us into a dangerous predicament and we are left to deal with it ourselves. I require four of you to go forth and save our village."

So spoke the seer of Ardfell. The townspeople looked amongst themselves, trepidation in their eyes. What would happen next and who would bear this burden?

***

I'm looking for 4 individuals for this game. Characters start as 1st level NPCs (adept, aristocrat, commoner, expert or warrior). 15 pt. buy. 260 starting gold.

Core races only. Ardfell is a village of 93 men, women and children. It's not very diverse race-wise.

I'll close recruitment tomorrow evening or when I have four people.

Grand Lodge

I'll get the recruitment thread up in a little bit. It'll be called "Unexpected". I decided to go with a four person party. I didn't want a lone goblin causing a TPK :P

Grand Lodge

Harakhty fires another bolt, which misses its target. From the stairway, you see a familiar face.

"Eh bien, vous êtes ici. I see you are having a little problème. I'll lend you a hand, if you don't mind."

Round 9: Drago, Skaar, Aurelea, Cyna, Stephen, Cultist, Harakhty, Marcel

Grand Lodge

As Skaar rises and moves next to the vanara, the cultist grimly grabs another vial from his belt and downs it. His muscles bulge slightly as the contents slide down his throat.

GM Notes:
Bull's Strength: 10 rounds
Strength = 21
+2 to attack/damage

Round 8: Drago, Skaar, Aurelea, Cyna, Stephen, Cultist, Harakhty, ?

Grand Lodge

So besides Drago, anyone else interested in the NPC to hero game?

Grand Lodge

GM Notes:
C hp: 26

Drago takes another shot at the cultist, resulting in a light wound.

Round 8: Drago, Skaar, Aurelea, Cyna, Stephen, Cultist, Harakhty, ?

Grand Lodge

Go ahead and post your action for round 8 while you're at it :)

Grand Lodge

*wink wink nudge nudge*

Grand Lodge

"Very well," Rees says, with a hint of disappointment. "Hopefully, my skills won't fail us."

I'll wait to see if Griffo can put in his two copper, but I'll move this along tomorrow.

Grand Lodge

Finally went to the doctor after being sick for a week, apparently it was bad enough that he prescribed me an inhaler and I have to take another night off of work.

Grand Lodge

GM Notes:
C hp:25

As the cultist receives two more bolts for his trouble, he pulls a small vial from his belt and drinks the contents. He pulls the bolts free from his flesh and looks eager to continue the battle.

GM Rolls:
CLW: 1d8 + 1 ⇒ (7) + 1 = 8

Round 7: Drago, Skaar, Aurelea, Cyna, Stephen, Cultist, Harakhty

Grand Lodge

Drago moves back, but his spell has no effect on the ranger. The cultist steps forward and directs his attacks towards Stephen.

Attack 1: 1d20 + 6 ⇒ (20) + 6 = 26; Confirm: 1d20 + 6 ⇒ (5) + 6 = 11; Damage: 1d6 + 3 ⇒ (6) + 3 = 9
Attack 2: 1d20 + 6 ⇒ (7) + 6 = 13; miss

Round 7: Drago, Skaar, Aurelea, Cyna, Stephen, Cultist, Harakhty

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